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Author Topic: [Resolved] vda export (Using Mixamo rig)  (Read 3725 times)

WorldWideZ

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[Resolved] vda export (Using Mixamo rig)
« on: Oct 10, 12, 08:00:18 AM »

when i try and export using the vda setting , i get the script working box flash up and close , no errors and no file

where am i going wrong? i have the SRB and the animation is correctly loaded on the time line

using 3dsmax 2010
« Last Edit: Oct 15, 12, 12:15:33 PM by HE-BENNETT »
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WorldWideZ

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Re: vda export
« Reply #1 on: Oct 10, 12, 10:29:26 AM »

Warning: Animations does not have a setting called X Orientation
Warning: Animations does not have a setting called Y Orientation
Warning: Animations does not have a setting called Z Orientation
Warning: Models does not have a setting called X Translation
Warning: Models does not have a setting called Y Translation
Warning: Models does not have a setting called Z Translation
Warning: Models does not have a setting called X Orientation
Warning: Models does not have a setting called Y Orientation
Warning: Models does not have a setting called Z Orientation

found this in the export logs would this be the cause of my woes?
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HE-BENNETT

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Re: vda export
« Reply #2 on: Oct 10, 12, 10:49:42 AM »

Uh Oh!  What rig are you using for the character?
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WorldWideZ

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Re: vda export
« Reply #3 on: Oct 10, 12, 10:55:27 AM »

its a biped - got those errors to disappear by unticking move to origin , but still no file.

i used the auto rigger on mixamo.com , but it seems to be just a standard biped, named bip01 , looked ideal for this   
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HE-BENNETT

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Re: vda export
« Reply #4 on: Oct 10, 12, 11:43:09 AM »

Hmmmm, I'm not certain that those warnings are indicative of the issue...

You might try a quick test:

New scene, new standard biped with nothing on it, setup with a synthetic root bone.  Create some simple animation and try exporting that. If that creates a file, open it up with the viewer, go to the main menu and to the bones settings (bones aren't displayed by default) and see if it is animating.

If that works, it suggests the problem is likely due to an incompatibility with the maximo rig.
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WorldWideZ

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Re: vda export
« Reply #5 on: Oct 15, 12, 01:18:08 AM »

mixamo auto rig to hero workflow

follow the mixamo workflow , at the end use figure mode to save the figure file

delete everything except mesh and reset xform

create new biped system with same bone structure as the mixamo one and apply the figure file

hook the bones up and you have something fit for hero



(sorry if this seems obvious to pros , but im guessing there are a few people like me who come at this with no experience)
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HE-BENNETT

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Re: vda export
« Reply #6 on: Oct 15, 12, 09:36:16 AM »

So, did that resolve your issue?
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WorldWideZ

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Re: vda export
« Reply #7 on: Oct 15, 12, 10:44:09 AM »

it has indeed resolved the issues at hand , we now have an animated character in game
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